Anton Klinger

@accidentlyAnton@mastodon.gamedev.place
194 Followers
191 Following
1.2K Posts

Today I was reminded that old online chats offered context awareness for the people online: you knew you won't be a bother to a friend who has a smiley flower as a status; and you knew you might not be getting a quick reply from someone who's Away.

Today I don't even know if my friends are online or not. The messenger apps make the assumption that everyone is online, and if not, they will receive a push notification, and will reply to you as soon as possible. But this assumption is barely true. I bet it makes lives harder, especially for ND people

(Edited for a pixel-perfect screenshot)

I even got steam summer sale trading cards
Nobody told me that I can earn Steam Points from paying the 100 bucks upload fee

Hello youths, it is your queer auntie Abadidea back with the advice

I was alerted to a 19yo autistic person who heard "autistic people tend to form their first successful long-term relationship around 30" and concluded that there is then no point to even trying until they're 30. I don't know where this statistic came from or how accurate it is, but that's a bit beside the point, because:

Very few people get into a successful long-term relationship on their very first try. The usual way of things is that two well-meaning young people fall in love and then something goes painfully, messily wrong four months in and they both LEARN something about how to conduct themselves and how to deal with others. Repeat two or three more times until two people who have developed some emotional maturity fall in love. It may take autistic people a little longer on average to iron out the kinks, but they'll get there!

If you decide "I won't even try until I'm 30 because the math says that's when it works out," what's going to happen is that you're going to be 30 with the emotional maturity of a wildly unbalanced 18yo and all the other 30yos are going to be like... yeah, not touching that with a 10-foot pole.

Successful relationships come from practice, not from waiting for the Maturity Fairy to bless you!

#autism #relationships #advice #actuallyautistic

#introduction
Hi I'm RC and I made a game (Pony 9000) one time and I'm really gay and trans and I was working on another game but I got hella distracted by living in a fascist dictatorship and started going hardcore on making agit-wave music
so I have that going for me I guess
Anyway I'm into:
- Gundam
- Bright Colors
- VHS Tapes
- Cheese, it's the best food
- Vaporwave
- Visible Pixels
- Low-spec games
- SNES carts
link to my game: https://arrowonionbelly.itch.io/pony-9000
Other links:
https://rc-nightleek.carrd.co/
Of course none of these words have any clear definition. Like the concepts I'm thinking about are very concrete in my head, but finding the right words for them is tough.
This is more rambling than serious analysis or any concrete point to make.
I guess creating sequels that are just more content without any improvement in "polish" or "QOL" feels wrong nowadays because why wasn't it an update to the original game then. That's why early Megaman style sequels, that are just the same level of polish but different content, feel so wrong to make. See Shovel Knight getting what are essentially full new games just as new campaigns.
I feel like Spelunky 2 did a good job of creating a sequel that's more "polished" while retaining the "quirks" and "bullshit". Though it already lost most of its "bullshit" on the jump from Classic to HD. While Spelunky 2 still did add more "polish" to HD, it was much less. Rather it was more adding content and that's actually the amazing thing about it.
This is of course prompted by me thinking about how to approach making a sequel to Roto Force. I agree with complaints that Roto Force is rather "chaotic" and "unfair" at times and my instinct is to make it more "polished" and "fair" and I'm questioning this seemingly universal drive to try to make sequels more "commercially viable". Maybe there is a way to make it more "polished" without the game losing its "character".
Thinking about the games Bleed and Bleed 2 again. The sequel feels so much more polished and "fair", and "designed", but the first game got some charm in its sometimes "unrefined" and "unfair" design.
Most prominent example for this is, that in Bleed you absolutely have to use the slow-motion to react to some things, while in Bleed 2 I forgot there even was a slow-motion ability.
×
happy make a terrible comic day. following on from my thoughts yesterday lmao.